Game Design

(Elliott) #1

menu, they are reminded that they are playing a game. If players can play through a
game without ever having to explicitly save their progress, their experience will be that
much more transparent and immersive.
However, it is important to note that automatic saves should not be used as a
replacement for player-requested saves, but should instead work in conjunction with
them. This way players who are accustomed to saving their games will be able to do
so whenever they deem it appropriate, while gamers who often forget to save will be
allowed to play all the way through the game without ever needing to hit the save
key. Many developers are concerned that allowing players to save anywhere removes a
key element of tension for the player. Indeed, if players can save after each tiny,
incremental step they make, the game will be significantly less challenging. However,
it is important to remember two fundamental things. First and foremost, if players
truly want to ruin their experience by saving constantly, we should allow them to do
that, because games are supposed to be about empowering players to do whatever
they want to do. Secondly, by not allowing players to save whenever they want, they
will be forced to do ridiculous things such as leave their game system on overnight
because a parent or spouse has demanded that bedtime has arrived but they do not want
to lose their progress. If games are supposed to be the most interactive medium, game
designers need to make sure they are at least as interactive as a DVD player or a book,
and thus allow players to stop the activity and save their progress at any point they
desire.


Players Expect to Not Get Hopelessly Stuck ..............

There should be no time while playing a game that players are incapable of somehow
winning, regardless of how unlikely it may actually be. Many older adventure games
enjoyed breaking this cardinal rule. Often in these games, if players failed to do a partic-
ular action at a specific time, or failed to retrieve a small item from a location early in the
game, they would be unable to complete the game. The problem was that players would
not necessarily realize this until many hours of fruitless gameplay had passed. The
players’ game was essentially over, but they were still playing. Nothing is more frus-
trating than playing a game that cannot be won.
As an example, modern 3D world exploration games, whetherMetroid Primeor
Super Mario Sunshine, need to concern themselves with the possibility that players can
get hopelessly stuck in the 3D world. Often this style of game provides pits or chasms
that players can fall into without dying. It is vital to always provide ways out of these
chasms, such as escape ladders or platforms that allow players to get back to their
game. The method of getting out of the pit can be extremely difficult, which is fine, but
it must at least be possible. What is the point of having players fall into a pit from which
they cannot escape? If they are incapable of escape, the players’ game-world surrogate
needs to be killed by something in the pit, either instantly on impact (say the floor of the
pit is electrified) or fairly soon (the pit is flooding with lava, which kills players within
ten seconds of their falling in). Under no circumstances should the players be left alive,
stuck in a situation from which they cannot continue on with their game.
One of the primary criticisms leveled againstCivilization, an otherwise excellent
game, is that its end-games can go on for too long. When two countries remain and one
is hopelessly far behind the other, the game can tend to stretch on past the point of


16 Chapter 1: What Players Want

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